FPS ENGINE DOCUMENTATION
  • Welcome to FPS Engine!
  • BEFORE WE START
    • Early Considerations
    • List of Tutorials
    • List of Add-Ons & Compatible Packages
  • GETTING STARTED
    • 01. Basic set-up
    • 02. Roadmap
  • CONTENT
    • 03. Content
      • 03.1 CAMERA
        • MoveCamera
        • CameraFOVManager
      • 03.2 MOVEMENT
        • PlayerMovement
      • 03.3 PLAYER
        • PlayerStats
        • PlayerMultipliers
        • PLAYER STATES
          • PlayerStates
          • PlayerBaseState
          • PlayerStateFactory
        • WEAPON STATES
          • WeaponStates
          • WeaponBaseState
          • WeaponStateFactory
        • Player Debugging
      • 03.4 WEAPONS
        • Weapon_SO
        • WeaponIdentification
        • WeaponController
        • Bullet
        • ATTACHMENTS
          • Attachment.cs
            • Barrel.cs
            • Flashlight.cs
            • Magazine.cs
            • Scope.cs
            • Stock.cs
            • Laser.cs
            • Grip.cs
          • AttachmentIdentifier_SO.cs
      • 03.5 PICK UP SYSTEM
        • InteractManager
        • Interactable
        • Item_SO
        • Identifiable
        • Pickeable
          • WeaponPickeable
          • BulletsPickeable
          • AttachmentPickeable
      • 03.6 ENEMIES
        • IDamageable
        • EnemyHealth
        • TrainingTarget
        • CIrcularTargetEnemy
        • Turret
        • TurretProjectile
      • 03.7 EFFECTS
        • CameraEffects
        • CamShake
        • CrouchTilt
        • JumpMotion
        • ProceduralShot
        • ProceduralShot_SO
        • WeaponEffects
        • WeaponSway
      • 03.8 UI
        • CowsinsButton
        • Crosshair
        • CrosshairShape
        • Hitmarker
        • UIController
        • UIEvents
        • RebindUI
      • 03.8 EXTRA
        • Checkpoint
        • Coin
        • Compass
        • CompassElement
        • Destructible
        • Crate
        • ExplosiveBarrel
        • PowerUp
        • DamageMultiplier
        • HealMultiplierPowerUp
        • Healthpack
        • DoorInteractable
        • Experience
        • GetGameInformation
        • HurtTrigger
        • JumpPad
        • Lootbox
        • PauseMenu
        • PointCapture
        • Trigger
        • DraggableButtonInSceneView
        • UTILITIES
          • DestroyMe
          • IgnoreCollision
          • LookAt
          • CowsinsUtilities
      • 03.09 MANAGERS
        • CoinManager
        • ExperienceManager
        • GameSettingsManager
        • InputManager
        • SoundManager
        • PoolManager
  • HOW TO USE
    • Getting Started: First Steps
    • Importing FPS Engine into URP / HDRP
    • Add a Player Controller
    • Adding New Weapons
    • Saving & Loading Presets
    • Changing Keybindings
    • Creating New Pickeables
    • Controllable & Not Controllable Player
    • Adding New Surfaces ( Grounds )
    • Working with Attachments
    • Modify Weapon and Camera Effects
    • Adding Custom Key Rebinds
    • Add breakable (Destructible) objects
    • Custom Shot Weapons
    • Adding Enemies
  • FAQ
    • FAQ
  • SUPPORT
    • Support
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  • HITMARKER
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  1. CONTENT
  2. 03. Content
  3. 03.8 UI

Crosshair

PreviousCowsinsButtonNextCrosshairShape

Last updated 10 months ago

FAQ: How can I modify the Crosshair?

To modify the crosshair, simply search "Crosshair" within your Player. this object has the Crosshair component attached.

To modify the Crosshair Shape, please refer to

Crosshair is drawn through GUI, not UI

CROSSHAIR

HideCrosshairOnPaused: Determines whether the crosshair should be hidden when the game is paused.

HideCrosshairOnInspecting: Determines if the crosshair should be hidden when the player is inspecting their weapon.

Size: Defines the length of the crosshair.

Width: Defines the width of the crosshair lines.

Enemy Spotted Width: Defines the width of the crosshair lines when an enemy is spotted.

Defaul Spread: Defines the default spread of the crosshair, indicating the baseline accuracy.

Walk Spread: Adjusts the crosshair spread when the player is walking, reflecting decreased accuracy.

Run Spread: Adjusts the crosshair spread when the player is running, showing increased inaccuracy.

Crouch Spread: Adjusts the crosshair spread when the player is crouching, usually indicating improved accuracy.

Jump Spread: Adjusts the crosshair spread while the player is jumping, typically showing significant inaccuracy.

Default Color: Defines the color of the crosshair in its default state.

Enemy Spotted Color: Adjusts the crosshair color when an enemy is spotted

Resize Speed: Controls the speed at which the crosshair resizes, in response to changes in player movement or actions.

Hitmarker: Enables or disables hitmarkers.

HitmarkerObj: The Hitmarker objet that controls the appearance and behavior of hitmarkers, which provide visual feedback when the player hits a target.

For more information, please refer to

CrosshairShape
HITMARKER
Hitmarker